diff --git a/game/addons/mat_maker_gd/nodes/common/commons.gd b/game/addons/mat_maker_gd/nodes/common/commons.gd index 633167a7..d92a0955 100644 --- a/game/addons/mat_maker_gd/nodes/common/commons.gd +++ b/game/addons/mat_maker_gd/nodes/common/commons.gd @@ -1,23 +1,5 @@ extends Reference -enum CombinerAxisType { - SINE, - TRIANGLE, - SQUARE, - SAWTOOTH, - CONSTANT, - BOUNCE -} - -enum CombinerType { - MULTIPLY, - ADD, - MAX, - MIN, - XOR, - POW -} - static func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3: v.x = clamp(v.x, mi.x, ma.x) v.y = clamp(v.y, mi.y, ma.y) @@ -206,78 +188,6 @@ static func color_dots(uv : Vector2, size : float, pseed : int) -> Vector3: var point_pos : Vector2 = floorv2(uv) + Vector2(0.5, 0.5); return rand3(seed2 + point_pos); -static func beehive_dist(p : Vector2) -> float: - var s : Vector2 = Vector2(1.0, 1.73205080757); - - p = absv2(p); - - return max(p.dot(s*.5), p.x); - -static func beehive_center(p : Vector2) -> Color: - var s : Vector2 = Vector2(1.0, 1.73205080757); - - var hC : Color = Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y); - - hC = floorc(Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y)) + Color(0.5, 0.5, 0.5, 0.5); - - var v1 : Vector2 = Vector2(p.x - hC.r * s.x, p.y - hC.g * s.y) - var v2 : Vector2 = Vector2(p.x - (hC.b + 0.5) * s.x, p.y - (hC.a + 0.5) * s.y) - - var h : Color = Color(v1.x, v1.y, v2.x, v2.y); - - if Vector2(h.r, h.g).dot(Vector2(h.r, h.g)) < Vector2(h.b, h.a).dot(Vector2(h.b, h.a)): - return Color(h.r, h.g, hC.r, hC.g) - else: - return Color(h.b, h.a, hC.b + 9.73, hC.a + 9.73) - - #return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? Color(h.xy, hC.xy) : Color(h.zw, hC.zw + 9.73); - -static func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, catx : int, caty : int) -> float: - var x : float = 0 - var y : float = 0 - - #in c++ these ifs should be function pointers or macros in the caller - if catx == CombinerAxisType.SINE: - x = wave_sine(x_scale * uv.x) - elif catx == CombinerAxisType.TRIANGLE: - x = wave_triangle(x_scale * uv.x) - elif catx == CombinerAxisType.SQUARE: - x = wave_square(x_scale * uv.x) - elif catx == CombinerAxisType.SAWTOOTH: - x = wave_sawtooth(x_scale * uv.x) - elif catx == CombinerAxisType.CONSTANT: - x = wave_constant(x_scale * uv.x) - elif catx == CombinerAxisType.BOUNCE: - x = wave_bounce(x_scale * uv.x) - - if caty == CombinerAxisType.SINE: - y = wave_sine(y_scale * uv.y) - elif caty == CombinerAxisType.TRIANGLE: - y = wave_triangle(y_scale * uv.y) - elif caty == CombinerAxisType.SQUARE: - y = wave_square(y_scale * uv.y) - elif caty == CombinerAxisType.SAWTOOTH: - y = wave_sawtooth(y_scale * uv.y) - elif caty == CombinerAxisType.CONSTANT: - y = wave_constant(y_scale * uv.y) - elif caty == CombinerAxisType.BOUNCE: - y = wave_bounce(y_scale * uv.y) - - if ct == CombinerType.MULTIPLY: - return mix_mul(x, y) - elif ct == CombinerType.ADD: - return mix_add(x, y); - elif ct == CombinerType.MAX: - return mix_max(x, y); - elif ct == CombinerType.MIN: - return mix_min(x, y); - elif ct == CombinerType.XOR: - return mix_xor(x, y); - elif ct == CombinerType.POW: - return mix_pow(x, y); - - return 0.0 - static func wave_constant(x : float) -> float: return 1.0; @@ -336,84 +246,6 @@ static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : return finalGray; -# makes a rune in the 0..1 uv space. Seed is which rune to draw. -# passes back gray in x and derivates for lighting in yz -static func Rune(uv : Vector2) -> float: - var finalLine : float = 0.0; - var pseed : Vector2 = floorv2(uv) - Vector2(0.41, 0.41); - - uv = fractv2(uv); - - for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes - var posA : Vector2 = rand2(floorv2(pseed + Vector2(0.5, 0.5))); - var posB : Vector2 = rand2(floorv2(pseed + Vector2(1.5, 1.5))); - pseed.x += 2.0; - pseed.y += 2.0; - - # expand the range and mod it to get a nicely distributed random number - hopefully. :) - - posA = fractv2(posA * 128.0); - posB = fractv2(posB * 128.0); - - # each rune touches the edge of its box on all 4 sides - if (i == 0): - posA.y = 0.0; - - if (i == 1): - posA.x = 0.999; - - if (i == 2): - posA.x = 0.0; - - if (i == 3): - posA.y = 0.999; - - # snap the random line endpoints to a grid 2x3 - - var snaps : Vector2 = Vector2(2.0, 3.0); - - posA = (floorv2(posA * snaps) + Vector2(0.5, 0.5)) / snaps; # + 0.5 to center it in a grid cell - posB = (floorv2(posB * snaps) + Vector2(0.5, 0.5)) / snaps; - - #if (distance(posA, posB) < 0.0001) continue; // eliminate dots. - # Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error. - - finalLine = max(finalLine, ThickLine(uv, posA, posB + Vector2(0.001, 0.001), 20.0)); - - return finalLine; - - -static func scratch(uv : Vector2, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float: - var subdivide : float = floor(1.0/size.x); - var cut : float = size.x*subdivide; - uv *= subdivide; - var r1 : Vector2 = rand2(floorv2(uv) + pseed); - var r2 : Vector2 = rand2(r1); - uv = fractv2(uv); - uv = 2.0 * uv - Vector2(1, 1); - - var a : float = 6.28*(angle+(r1.x-0.5)*randomness); - var c : float = cos(a); - var s : float = sin(a); - - uv = Vector2(c*uv.x+s*uv.y, s*uv.x-c*uv.y); - uv.y += 2.0*r1.y-1.0; - uv.y += 0.5*waviness*cos(2.0*uv.x+6.28*r2.y); - uv.x /= cut; - uv.y /= subdivide*size.y; - - return (1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y); - -static func scratches(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float: - var v : float = 0.0; - - for i in range(layers):# (int i = 0; i < layers; ++i) { - v = max(v, scratch(fractv2(uv + pseed), size, waviness, angle/360.0, randomness, pseed)); - pseed = rand2(pseed); - - return v; - - static func truchet1(uv : Vector2, pseed : Vector2) -> float: var i : Vector2 = floorv2(uv); var f : Vector2 = fractv2(uv) - Vector2(0.5, 0.5); diff --git a/game/addons/mat_maker_gd/nodes/common/patterns.gd b/game/addons/mat_maker_gd/nodes/common/patterns.gd new file mode 100644 index 00000000..eab0c760 --- /dev/null +++ b/game/addons/mat_maker_gd/nodes/common/patterns.gd @@ -0,0 +1,234 @@ +extends Reference + +const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") + +enum CombinerAxisType { + SINE, + TRIANGLE, + SQUARE, + SAWTOOTH, + CONSTANT, + BOUNCE +} + +enum CombinerType { + MULTIPLY, + ADD, + MAX, + MIN, + XOR, + POW +} + +static func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, catx : int, caty : int) -> float: + var x : float = 0 + var y : float = 0 + + #in c++ these ifs should be function pointers or macros in the caller + if catx == CombinerAxisType.SINE: + x = Commons.wave_sine(x_scale * uv.x) + elif catx == CombinerAxisType.TRIANGLE: + x = Commons.wave_triangle(x_scale * uv.x) + elif catx == CombinerAxisType.SQUARE: + x = Commons.wave_square(x_scale * uv.x) + elif catx == CombinerAxisType.SAWTOOTH: + x = Commons.wave_sawtooth(x_scale * uv.x) + elif catx == CombinerAxisType.CONSTANT: + x = Commons.wave_constant(x_scale * uv.x) + elif catx == CombinerAxisType.BOUNCE: + x = Commons.wave_bounce(x_scale * uv.x) + + if caty == CombinerAxisType.SINE: + y = Commons.wave_sine(y_scale * uv.y) + elif caty == CombinerAxisType.TRIANGLE: + y = Commons.wave_triangle(y_scale * uv.y) + elif caty == CombinerAxisType.SQUARE: + y = Commons.wave_square(y_scale * uv.y) + elif caty == CombinerAxisType.SAWTOOTH: + y = Commons.wave_sawtooth(y_scale * uv.y) + elif caty == CombinerAxisType.CONSTANT: + y = Commons.wave_constant(y_scale * uv.y) + elif caty == CombinerAxisType.BOUNCE: + y = Commons.wave_bounce(y_scale * uv.y) + + if ct == CombinerType.MULTIPLY: + return Commons.mix_mul(x, y) + elif ct == CombinerType.ADD: + return Commons.mix_add(x, y); + elif ct == CombinerType.MAX: + return Commons.mix_max(x, y); + elif ct == CombinerType.MIN: + return Commons.mix_min(x, y); + elif ct == CombinerType.XOR: + return Commons.mix_xor(x, y); + elif ct == CombinerType.POW: + return Commons.mix_pow(x, y); + + return 0.0 + +static func sinewavec(uv : Vector2, amplitude : float, frequency : float, phase : float) -> Color: + var f : float = 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718)); + + return Color(f, f, f, 1) + +static func sinewavef(uv : Vector2, amplitude : float, frequency : float, phase : float) -> float: + return 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718)); + +static func scratch(uv : Vector2, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float: + var subdivide : float = floor(1.0/size.x); + var cut : float = size.x*subdivide; + uv *= subdivide; + var r1 : Vector2 = Commons.rand2(Commons.floorv2(uv) + pseed); + var r2 : Vector2 = Commons.rand2(r1); + uv = Commons.fractv2(uv); + uv = 2.0 * uv - Vector2(1, 1); + + var a : float = 6.28*(angle+(r1.x-0.5)*randomness); + var c : float = cos(a); + var s : float = sin(a); + + uv = Vector2(c*uv.x+s*uv.y, s*uv.x-c*uv.y); + uv.y += 2.0*r1.y-1.0; + uv.y += 0.5*waviness*cos(2.0*uv.x+6.28*r2.y); + uv.x /= cut; + uv.y /= subdivide*size.y; + + return (1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y); + +static func scratches(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float: + var v : float = 0.0; + + for i in range(layers):# (int i = 0; i < layers; ++i) { + v = max(v, scratch(Commons.fractv2(uv + pseed), size, waviness, angle/360.0, randomness, pseed)); + pseed = Commons.rand2(pseed); + + return v; + +static func scratchesc(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> Color: + var f : float = scratches(uv, layers, size, waviness, angle, randomness, pseed) + + return Color(f, f, f, 1) + +static func runesc(uv : Vector2, col_row : Vector2) -> Color: + var f : float = rune(col_row * uv); + + return Color(f, f, f, 1) + +static func runesf(uv : Vector2, col_row : Vector2) -> float: + return rune(col_row * uv); + +# makes a rune in the 0..1 uv space. Seed is which rune to draw. +# passes back gray in x and derivates for lighting in yz +static func rune(uv : Vector2) -> float: + var finalLine : float = 0.0; + var pseed : Vector2 = Commons.floorv2(uv) - Vector2(0.41, 0.41); + + uv = Commons.fractv2(uv); + + for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes + var posA : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(0.5, 0.5))); + var posB : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(1.5, 1.5))); + pseed.x += 2.0; + pseed.y += 2.0; + + # expand the range and mod it to get a nicely distributed random number - hopefully. :) + + posA = Commons.fractv2(posA * 128.0); + posB = Commons.fractv2(posB * 128.0); + + # each rune touches the edge of its box on all 4 sides + if (i == 0): + posA.y = 0.0; + + if (i == 1): + posA.x = 0.999; + + if (i == 2): + posA.x = 0.0; + + if (i == 3): + posA.y = 0.999; + + # snap the random line endpoints to a grid 2x3 + + var snaps : Vector2 = Vector2(2.0, 3.0); + + posA = (Commons.floorv2(posA * snaps) + Vector2(0.5, 0.5)) / snaps; # + 0.5 to center it in a grid cell + posB = (Commons.floorv2(posB * snaps) + Vector2(0.5, 0.5)) / snaps; + + #if (distance(posA, posB) < 0.0001) continue; // eliminate dots. + # Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error. + + finalLine = max(finalLine, Commons.ThickLine(uv, posA, posB + Vector2(0.001, 0.001), 20.0)); + + return finalLine; + +static func IChingc(uv : Vector2, row_col : Vector2, pseed : int) -> Color: + var f : float = IChing(row_col * uv, float(pseed)); + + return Color(f, f, f, 1) + +static func IChing(uv : Vector2, pseed : float) -> float: + var value : int = int(32.0 * Commons.rand(Commons.floorv2(uv) + Vector2(pseed, pseed))); + var base : float = Commons.step(0.5, Commons.fract(Commons.fract(uv.y)*6.5))*Commons.step(0.04, Commons.fract(uv.y+0.02)) * Commons.step(0.2, Commons.fract(uv.x+0.1)); + var bit : int = int(Commons.fract(uv.y)*6.5); + + return base * Commons.step(0.1*Commons.step(float(bit & value), 0.5), Commons.fract(uv.x+0.55)); + +static func beehive_1c(uv : Vector2, size : Vector2, pseed : int) -> Color: + var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757); + var center : Color = beehive_center(o80035_0_uv); + + var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g)); + + return Color(f, f, f, 1) + +static func beehive_2c(uv : Vector2, size : Vector2, pseed : int) -> Color: + var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757); + var center : Color = beehive_center(o80035_0_uv); + + var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g)); + + var v : Vector3 = Commons.rand3(Commons.fractv2(Vector2(center.b, center.a) / Vector2(size.x, size.y)) + Vector2(float(pseed),float(pseed))); + + return Color(v.x, v.y, v.z, 1) + +static func beehive_3c(uv : Vector2, size : Vector2, pseed : int) -> Color: + var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757); + var center : Color = beehive_center(o80035_0_uv); + + #var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g)); + + var v1 : Vector2 = Vector2(0.5, 0.5) + Vector2(center.r, center.g) + var ff : float = Commons.rand(Commons.fractv2(Vector2(center.b, center.a) / Vector2(size.x, size.y)) + Vector2(float(pseed), float(pseed))) + + var c : Color = Color(v1.x, v1.y, ff, ff); + + return c + +static func beehive_dist(p : Vector2) -> float: + var s : Vector2 = Vector2(1.0, 1.73205080757); + + p = Commons.absv2(p); + + return max(p.dot(s*.5), p.x); + +static func beehive_center(p : Vector2) -> Color: + var s : Vector2 = Vector2(1.0, 1.73205080757); + + var hC : Color = Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y); + + hC = Commons.floorc(Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y)) + Color(0.5, 0.5, 0.5, 0.5); + + var v1 : Vector2 = Vector2(p.x - hC.r * s.x, p.y - hC.g * s.y) + var v2 : Vector2 = Vector2(p.x - (hC.b + 0.5) * s.x, p.y - (hC.a + 0.5) * s.y) + + var h : Color = Color(v1.x, v1.y, v2.x, v2.y); + + if Vector2(h.r, h.g).dot(Vector2(h.r, h.g)) < Vector2(h.b, h.a).dot(Vector2(h.b, h.a)): + return Color(h.r, h.g, hC.r, hC.g) + else: + return Color(h.b, h.a, hC.b + 9.73, hC.a + 9.73) + + #return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? Color(h.xy, hC.xy) : Color(h.zw, hC.zw + 9.73); + diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_beehive.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_beehive.gd index ff03fdbf..fdf559d5 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_beehive.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_beehive.gd @@ -1,7 +1,7 @@ tool extends TextureRect -var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") +var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd") var image : Image var tex : ImageTexture @@ -57,36 +57,13 @@ var p_o80035_sx = 4.000000000; var p_o80035_sy = 4.000000000; func beehive_1_col(uv : Vector2) -> Color: - var o80035_0_uv : Vector2 = ((uv)) * Vector2(p_o80035_sx, p_o80035_sy * 1.73205080757); - var center : Color = Commons.beehive_center(o80035_0_uv); - - var f : float = 1.0 - 2.0 * Commons.beehive_dist(Vector2(center.r, center.g)); - - return Color(f, f, f, 1) + return Patterns.beehive_1c(uv, Vector2(p_o80035_sx, p_o80035_sy), seed_o80035) func beehive_2_col(uv : Vector2) -> Color: - var o80035_0_uv : Vector2 = ((uv)) * Vector2(p_o80035_sx, p_o80035_sy * 1.73205080757); - var center : Color = Commons.beehive_center(o80035_0_uv); - - var f : float = 1.0 - 2.0 * Commons.beehive_dist(Vector2(center.r, center.g)); - - var v : Vector3 = Commons.rand3(Commons.fractv2(Vector2(center.b, center.a) / Vector2(p_o80035_sx, p_o80035_sy)) + Vector2(float(seed_o80035),float(seed_o80035))); - - return Color(v.x, v.y, v.z, 1) + return Patterns.beehive_2c(uv, Vector2(p_o80035_sx, p_o80035_sy), seed_o80035) func beehive_3_col(uv : Vector2) -> Color: - var o80035_0_uv : Vector2 = ((uv)) * Vector2(p_o80035_sx, p_o80035_sy * 1.73205080757); - var center : Color = Commons.beehive_center(o80035_0_uv); - - #var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g)); - - var v1 : Vector2 = Vector2(0.5, 0.5) + Vector2(center.r, center.g) - var ff : float = Commons.rand(Commons.fractv2(Vector2(center.b, center.a) / Vector2(p_o80035_sx, p_o80035_sy)) + Vector2(float(seed_o80035), float(seed_o80035))) - - var c : Color = Color(v1.x, v1.y, ff, ff); - - return c - + return Patterns.beehive_3c(uv, Vector2(p_o80035_sx, p_o80035_sy), seed_o80035) func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_generic.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_generic.gd index c8008428..994d4b5b 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_generic.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_generic.gd @@ -1,7 +1,7 @@ tool extends TextureRect -var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") +var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd") var image : Image var tex : ImageTexture @@ -37,7 +37,7 @@ func gen() -> void: for y in range(image.get_height()): var v : Vector2 = Vector2(x / w, y / h) - var f : float = Commons.pattern(v, 4, 4, Commons.CombinerType.MULTIPLY, Commons.CombinerAxisType.SINE, Commons.CombinerAxisType.SINE) + var f : float = Patterns.pattern(v, 4, 4, Patterns.CombinerType.MULTIPLY, Patterns.CombinerAxisType.SINE, Patterns.CombinerAxisType.SINE) var col : Color = Color(f, f, f, 1) diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_iching.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_iching.gd index 5a77e597..890cbb77 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_iching.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_iching.gd @@ -1,7 +1,7 @@ tool extends TextureRect -var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") +var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd") var image : Image var tex : ImageTexture @@ -40,7 +40,7 @@ func gen() -> void: # var f : float = pattern(v, 4, 4, CombinerType.MULTIPLY, CombinerAxisType.SINE, CombinerAxisType.SINE) - var col : Color = runecol(v) + var col : Color = IChingc(v) image.set_pixel(x, y, col) @@ -54,17 +54,8 @@ var seed_o57193 = 16936; var p_o57193_columns = 2.000000000; var p_o57193_rows = 2.000000000; -func runecol(uv : Vector2) -> Color: - var f : float = IChing(Vector2(p_o57193_columns, p_o57193_rows)*((uv)), float(seed_o57193)); - - return Color(f, f, f, 1) - -func IChing(uv : Vector2, pseed : float) -> float: - var value : int = int(32.0 * Commons.rand(Commons.floorv2(uv) + Vector2(pseed, pseed))); - var base : float = Commons.step(0.5, Commons.fract(Commons.fract(uv.y)*6.5))*Commons.step(0.04, Commons.fract(uv.y+0.02)) * Commons.step(0.2, Commons.fract(uv.x+0.1)); - var bit : int = int(Commons.fract(uv.y)*6.5); - - return base * Commons.step(0.1*Commons.step(float(bit & value), 0.5), Commons.fract(uv.x+0.55)); +func IChingc(uv : Vector2) -> Color: + return Patterns.IChingc(uv, Vector2(p_o57193_columns, p_o57193_rows), float(seed_o57193)); func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_rune.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_rune.gd index a78c4e8d..243698d9 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_rune.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_rune.gd @@ -1,7 +1,7 @@ tool extends TextureRect -var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") +var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd") var image : Image var tex : ImageTexture @@ -54,9 +54,7 @@ var p_o49619_columns = 4.000000000; var p_o49619_rows = 4.000000000; func runecol(uv : Vector2) -> Color: - var f : float = Commons.Rune(Vector2(p_o49619_columns, p_o49619_rows)*((uv))); - - return Color(f, f, f, 1) + return Patterns.runesc(uv, Vector2(p_o49619_columns, p_o49619_rows)) func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_scratches.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_scratches.gd index e327742c..9c79d3d1 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_scratches.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_scratches.gd @@ -1,7 +1,7 @@ tool extends TextureRect -var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") +var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd") var image : Image var tex : ImageTexture @@ -59,9 +59,7 @@ var p_o74963_angle = -1.000000000; var p_o74963_randomness = 0.440000000; func scratchescol(uv : Vector2) -> Color: - var f : float = Commons.scratches(((uv)), int(p_o74963_layers), Vector2(p_o74963_length, p_o74963_width), p_o74963_waviness, p_o74963_angle, p_o74963_randomness, Vector2(float(seed_o74963), 0.0)); - - return Color(f, f, f, 1) + return Patterns.scratchesc(uv, int(p_o74963_layers), Vector2(p_o74963_length, p_o74963_width), p_o74963_waviness, p_o74963_angle, p_o74963_randomness, Vector2(float(seed_o74963), 0.0)); func reffg(): return false diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern_sine_wave.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern_sine_wave.gd index fa7ac8a5..bbf5082f 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern_sine_wave.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern_sine_wave.gd @@ -1,7 +1,7 @@ tool extends TextureRect -var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") +var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd") var image : Image var tex : ImageTexture @@ -57,11 +57,7 @@ var p_o7136_frequency = 2.000000000; var p_o7136_phase = 0.000000000; func sinewave(uv : Vector2) -> Color: - - var f : float = 1.0- abs(2.0 * (uv.y-0.5) - p_o7136_amplitude * sin((p_o7136_frequency* uv.x + p_o7136_phase) * 6.28318530718)); - - return Color(f, f, f, 1) - + return Patterns.sinewavec(uv, p_o7136_amplitude, p_o7136_frequency, p_o7136_phase) func reffg(): return false